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 Reinforcement Learning


A Double Q-Learning Approach for Navigation of Aerial Vehicles with Connectivity Constraint

arXiv.org Artificial Intelligence

This paper studies the trajectory optimization problem for an aerial vehicle with the mission of flying between a pair of given initial and final locations. The objective is to minimize the travel time of the aerial vehicle ensuring that the communication connectivity constraint required for the safe operation of the aerial vehicle is satisfied. We consider two different criteria for the connectivity constraint of the aerial vehicle which leads to two different scenarios. In the first scenario, we assume that the maximum continuous time duration that the aerial vehicle is out of the coverage of the ground base stations (GBSs) is limited to a given threshold. In the second scenario, however, we assume that the total time periods that the aerial vehicle is not covered by the GBSs is restricted. Based on these two constraints, we formulate two trajectory optimization problems. To solve these non-convex problems, we use an approach based on the double Q-learning method which is a model-free reinforcement learning technique and unlike the existing algorithms does not need perfect knowledge of the environment. Moreover, in contrast to the well-known Q-learning technique, our double Q-learning algorithm does not suffer from the over-estimation issue. Simulation results show that although our algorithm does not require prior information of the environment, it works well and shows near optimal performance.


Safe reinforcement learning for probabilistic reachability and safety specifications: A Lyapunov-based approach

arXiv.org Artificial Intelligence

Emerging applications in robotics and autonomous systems, such as autonomous driving and robotic surgery, often involve critical safety constraints that must be satisfied even when information about system models is limited. In this regard, we propose a model-free safety specification method that learns the maximal probability of safe operation by carefully combining probabilistic reachability analysis and safe reinforcement learning (RL). Our approach constructs a Lyapunov function with respect to a safe policy to restrain each policy improvement stage. As a result, it yields a sequence of safe policies that determine the range of safe operation, called the safe set, which monotonically expands and gradually converges. We also develop an efficient safe exploration scheme that accelerates the process of identifying the safety of unexamined states. Exploiting the Lyapunov shielding, our method regulates the exploratory policy to avoid dangerous states with high confidence. To handle high-dimensional systems, we further extend our approach to deep RL by introducing a Lagrangian relaxation technique to establish a tractable actor-critic algorithm. The empirical performance of our method is demonstrated through continuous control benchmark problems, such as a reaching task on a planar robot arm.


How Transferable are the Representations Learned by Deep Q Agents?

arXiv.org Machine Learning

In this paper, we consider the source of Deep Reinforcement Learning (DRL)'s sample complexity, asking how much derives from the requirement of learning useful representations of environment states and how much is due to the sample complexity of learning a policy. While for DRL agents, the distinction between representation and policy may not be clear, we seek new insight through a set of transfer learning experiments. In each experiment, we retain some fraction of layers trained on either the same game or a related game, comparing the benefits of transfer learning to learning a policy from scratch. Interestingly, we find that benefits due to transfer are highly variable in general and non-symmetric across pairs of tasks. Our experiments suggest that perhaps transfer from simpler environments can boost performance on more complex downstream tasks and that the requirements of learning a useful representation can range from negligible to the majority of the sample complexity, based on the environment. Furthermore, we find that fine-tuning generally outperforms training with the transferred layers frozen, confirming an insight first noted in the classification setting.


Rapidly Personalizing Mobile Health Treatment Policies with Limited Data

arXiv.org Machine Learning

Mobile health (mHealth) interventions deliver treatments to users to support healthy behaviors. These interventions offer an opportunity for social impact in a diverse range of domains from substance abuse (Rabbi et al., 2017), to disease management (Hamine et al., 2015) to physical inactivity (Consolvo et al., 2008). For example, to help users increase their physical activity, an mHealth application might send a walking suggestions at times and in locations when a user is likely to be able to pursue the suggestions. The promise of mHealth hinges on the ability to provide interventions at times when users need the support and are receptive to it (Nahum-Shani et al., 2017). Consequently, in developing reinforcement learning (RL) algorithms for mHealth our goal is to be able to learn an optimal policy of when and how to intervene for a given user and context.


Keep Doing What Worked: Behavioral Modelling Priors for Offline Reinforcement Learning

arXiv.org Machine Learning

Off-policy reinforcement learning algorithms promise to be applicable in settings where only a fixed data-set (batch) of environment interactions is available and no new experience can be acquired. This property makes these algorithms appealing for real world problems such as robot control. In practice, however, standard off-policy algorithms fail in the batch setting for continuous control. In this paper, we propose a simple solution to this problem. It admits the use of data generated by arbitrary behavior policies and uses a learned prior -- the advantage-weighted behavior model (ABM) -- to bias the RL policy towards actions that have previously been executed and are likely to be successful on the new task. Our method can be seen as an extension of recent work on batch-RL that enables stable learning from conflicting data-sources. We find improvements on competitive baselines in a variety of RL tasks -- including standard continuous control benchmarks and multi-task learning for simulated and real-world robots.


Multiple Access in Dynamic Cell-Free Networks: Outage Performance and Deep Reinforcement Learning-Based Design

arXiv.org Machine Learning

In future cell-free (or cell-less) wireless networks, a large number of devices in a geographical area will be served simultaneously in non-orthogonal multiple access scenarios by a large number of distributed access points (APs), which coordinate with a centralized processing pool. For such a centralized cell-free network with static predefined beamforming design, we first derive a closed-form expression of the uplink per-user probability of outage. To significantly reduce the complexity of joint processing of users' signals in presence of a large number of devices and APs, we propose a novel dynamic cell-free network architecture. In this architecture, the distributed APs are partitioned (i.e. clustered) among a set of subgroups with each subgroup acting as a virtual AP equipped with a distributed antenna system (DAS). The conventional static cell-free network is a special case of this dynamic cell-free network when the cluster size is one. For this dynamic cell-free network, we propose a successive interference cancellation (SIC)-enabled signal detection method and an inter-user-interference (IUI)-aware DAS's receive diversity combining scheme. We then formulate the general problem of clustering APs and designing the beamforming vectors with an objective to maximizing the sum rate or maximizing the minimum rate. To this end, we propose a hybrid deep reinforcement learning (DRL) model, namely, a deep deterministic policy gradient (DDPG)-deep double Q-network (DDQN) model, to solve the optimization problem for online implementation with low complexity. The DRL model for sum-rate optimization significantly outperforms that for maximizing the minimum rate in terms of average per-user rate performance. Also, in our system setting, the proposed DDPG-DDQN scheme is found to achieve around $78\%$ of the rate achievable through an exhaustive search-based design.


Discriminative Particle Filter Reinforcement Learning for Complex Partial Observations

arXiv.org Artificial Intelligence

Deep reinforcement learning is successful in decision making for sophisticated games, such as Atari, Go, etc. However, real-world decision making often requires reasoning with partial information extracted from complex visual observations. This paper presents Discriminative Particle Filter Reinforcement Learning (DPFRL), a new reinforcement learning framework for complex partial observations. DPFRL encodes a differentiable particle filter in the neural network policy for explicit reasoning with partial observations over time. The particle filter maintains a belief using learned discriminative update, which is trained end-to-end for decision making. We show that using the discriminative update instead of standard generative models results in significantly improved performance, especially for tasks with complex visual observations, because they circumvent the difficulty of modeling complex observations that are irrelevant to decision making. In addition, to extract features from the particle belief, we propose a new type of belief feature based on the moment generating function. DPFRL outperforms state-of-the-art POMDP RL models in Flickering Atari Games, an existing POMDP RL benchmark, and in Natural Flickering Atari Games, a new, more challenging POMDP RL benchmark introduced in this paper. Further, DPFRL performs well for visual navigation with real-world data in the Habitat environment.


Optimizing Traffic Lights with Multi-agent Deep Reinforcement Learning and V2X communication

arXiv.org Artificial Intelligence

We consider a system to optimize duration of traffic signals using multi-agent deep reinforcement learning and Vehicle-to-Everything (V2X) communication. This system aims at analyzing independent and shared rewards for multi-agents to control duration of traffic lights. A learning agent traffic light gets information along its lanes within a circular V2X coverage. The duration cycles of traffic light are modeled as Markov decision Processes. We investigate four variations of reward functions. The first two are unshared-rewards: based on waiting number, and waiting time of vehicles between two cycles of traffic light. The third and fourth functions are: shared-rewards based on waiting cars, and waiting time for all agents. Each agent has a memory for optimization through target network and prioritized experience replay. We evaluate multi-agents through the Simulation of Urban MObility (SUMO) simulator. The results prove effectiveness of the proposed system to optimize traffic signals and reduce average waiting cars to 41.5 % as compared to the traditional periodic traffic control system.


Provable Self-Play Algorithms for Competitive Reinforcement Learning

arXiv.org Artificial Intelligence

This paper studies competitive reinforcement learning (competitive RL), that is, reinforcement learning with two or more agents taking actions simultaneously, but each maximizing their own reward. Competitive RL is a major branch of the more general setting of multi-agent reinforcement learning (MARL), with the specification that the agents have conflicting rewards (so that they essentially compete with each other) yet can be trained in a centralized fashion (i.e. each agent has access to the other agents' policies) (Crandall and Goodrich, 2005). There are substantial recent progresses in competitive RL, in particular in solving hard multi-player games such as GO (Silver et al., 2017), Starcraft (Vinyals et al., 2019), and Dota 2 (OpenAI, 2018). A key highlight in their approaches is the successful use of self-play for achieving superhuman performance in absence of human knowledge or expert opponents. These self-play algorithms are able to learn a good policy for all players from scratch through repeatedly playing the current policies against each other and performing policy updates using these self-played game trajectories. The empirical success of self-play has challenged the conventional wisdom that expert opponents are necessary for achieving good performance, and calls for a better theoretical understanding. In this paper, we take initial steps towards understanding the effectiveness of self-play algorithms in competitive RL from a theoretical perspective.


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